Help designing the level system

RilinDev

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So, I am making my first game, and want to know how to go about designing a balanced stat curve from level 1 to level 30. 30 is the max level for my game (as it isn't that long) and I don't know where to start. And I can't seem to find any tutorials on how to start either.
 

Lorinan

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So, I am making my first game, and want to know how to go about designing a balanced stat curve from level 1 to level 30. 30 is the max level for my game (as it isn't that long) and I don't know where to start. And I can't seem to find any tutorials on how to start either.


I would check out Yanfly's engine for that.  THey have a good setup for giving you control of the stat formula, and even developed a calculator to help you see what the stats will look like at each level so you can follow the curve easier.


http:\\yanfly.moe


Main thing to look at is the Base/Special/Extra Parameters Controls and the calculators for them under the Tools section.
 

RilinDev

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I would check out Yanfly's engine for that.  THey have a good setup for giving you control of the stat formula, and even developed a calculator to help you see what the stats will look like at each level so you can follow the curve easier.


http:\\yanfly.moe


Main thing to look at is the Base/Special/Extra Parameters Controls and the calculators for them under the Tools section.
Thanks. I will probably check it out. I have a way I figured out for MP, but that calculator would definitely help with the rest of my stats
 

Lyseth

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As stated above Yanfly's stat curves can help you out, also take into consideration what the primary role is for each character,


If they're a juggernaut,


make AGI (agility) low, while DEF and MDF (Defense and magic defense respectively) high, and damage borderline


fast attacker,


AGI, MAT and ATK should be high while defenses are low.


 the rpg maker program has some fairly balanced default curves, however just follow the link provided by the first guy if you want something more than the defaults.
 

Wavelength

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If you're having trouble doing it by feel alone, then check out the tutorials I linked in this post.  They contain really good info about how to calculate experience curves, stats, depletion of resources through a dungeon, etc.
 

LaFlibuste

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Read this, it's full of great thoughts as far as game pacing goes and will definitely inspire you to be more awesome.
 

RilinDev

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I would check out Yanfly's engine for that.  THey have a good setup for giving you control of the stat formula, and even developed a calculator to help you see what the stats will look like at each level so you can follow the curve easier.


http:\\yanfly.moe


Main thing to look at is the Base/Special/Extra Parameters Controls and the calculators for them under the Tools section.
Okay, so i went to look for the plugin and can't find it
 

Oddball

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if its too frustrating for you, you dont have to do a level system


personally, in my game better stats comes from equipment, yet all equipment is more of a charecter customization rather then (buy this to progress)


i still use exp, but its for buying new skills and buying certain items and triggering certain events
 

Frozen_Phoenix

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It's better if stats are gained based on your current level. Gaining 1 attack point when you have 10 is a lot, gaining the same point when you already have 100 is almost nothing.


If you make it linear then levelling up early in the game will have a big effect, but later it will be 'meh'.


Another thing to balance stats is to play the game as you develop it, fight battles and adjust the stats of the monsters/heroes until you feel it is balanced, then buff the heroes and/or nerf the monsters slighty as the player will always have more difficulty than you.
 

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